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Game Developer Magazine - Ausgabe Januar 2005

Autor:

CMP

Verlag:
CMP
Jahr:
2005
Medium:
Taschenbuch
Sprache:
Englisch
Anbieter:
(150)

Artikel angeboten seit:
19.05.2007
Tickets:
1
Zustandsbeschreibung
Gelesen, aber keine Mängel
Artikelbeschreibung
Ausgabe Januar 2005 der Zeitschrift Game Developer Magazine.

Ich habe noch viele weitere Ausgaben eingestellt.

Inhalt dieser Zeitschrift:

Postmortem: Avoiding Sequelitis in The Sims 2
By Lucy Bradshaw with contributions from Matt Brown, Tim LeTouneau, and Paul Boyle
What works once can't possibly still work the second time around-or can it? After three-and-a-half long years in development from concept to final, Maxis has tweaked and toned its sequelized brainchild in search of equilibrium between old and new. Seconds, anyone?

Frontline Awards
What tools are your key weapons when on the development front line? Game Developer's seventh annual Front Line Awards recognizes eleven tools for their excellence, and inducts one indispensable tool into the Hall of Fame. Determined by a panel of industry pro judges, the winning technologies stand a head above the rest for enabling developers to do what they do best more precisely, effectively, creatively, and gratifyingly.

Making Great Games in 40 Hours Per Week
By Hank Howie
The Blue Fang gang discusses its methods and philosophies for balancing overtime, crunch time, and sick time, while still shipping its games on time.

Custom Solutions for Sale
By Zack Stern
Aspyr Media, one of the smaller, surviving, and independent studios creating original content, has been in the game (business that is) since 1996. Founder Michael Rogers spoke with Zack Stern about the company's evolving business process, including how Aspyr interacts with larger publishers and retailers.




Game Plan
By Game Developer Staff
Treading Lightly

Heads Up Display
One EA spouse and the IGDA confront developers' deteriorating quality of life; DS launches, and more.

Skunk Works
By Tom Carroll and Spencer Lindsay
Alienbrain Studio 7 and Dell Precision 670 workstation

The Inner Product
By Sean Barrett
Optimizing Pathfinding Part II: Modeling

Pixel Pusher
By Steve Theodore
How the Other Half Lives

Aural Fixation
By Alexander Brandon
Top Ten Game Sounds

Necessary Evil
By Christopher Paetsch
Intellectual Property Agreements

Game Shui
By Noah Falstein
What Trumps Fun

A Thousand Words
Valve's Half-Life 2
Schlagworte
Spieleentwicklung, game design, game development, Computerspiele, Sims 2